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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="Emerikol" data-source="post: 8221529" data-attributes="member: 6698278"><p>It is true. That is why I said it was not likely they could kill the Emperor but at 20th level it was not impossible. The likelihood is they fail. The odds are the Emperor would survive their attack and of course be looking for them afterwards. Being 20th level though, I thought they'd at least have a chance greater than 0. </p><p></p><p></p><p>Class and leveled folks are more common than perhaps D&D rulebook authors have indicated in the past. It's hard to explain a world full of monsters and humanity even surviving otherwise. I do notice when they write modules that they tend to have leveled NPCs all over the town. So 20th level is rare but in a world they still exist and in a large empire there are likely many. I tend to have a formula for figuring this out per campaign world. As I sometimes increase or decrease the amount of magic using individuals in the world. </p><p></p><p></p><p>I don't think it works very well. At least it does not for me. I don't want the PCs becoming Gods at 5th level. One of the aspects of making a living breath world as a design goal is rectifying the rules with the world. I tend to accept the explicit rules, not the level density guidelines, as normative and build out from there. </p><p></p><p>If you are doing it differently and it's working for you then by all means continue. I was speaking from my own experience and how it would work in my world. </p><p></p><p>I do think despite what he may have written in various places that Gygax followed this strategy. There were a lot of high level individuals in Greyhawk. In the Forgotten Realms, there were even more. </p><p></p><p>I tend not to use the 0 level human concept. I tend to lean more towards the NPC class concept but I have a different set than they had in 3e. Meaning if the NPC is a warrior he is likely a fighter. I don't have a warrior or adept NPC classes. I tend to have Expert, Laborer, Noble. I tend to give them levels but not a ton of hit points as they advance. This is how I explain master craftsman.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8221529, member: 6698278"] It is true. That is why I said it was not likely they could kill the Emperor but at 20th level it was not impossible. The likelihood is they fail. The odds are the Emperor would survive their attack and of course be looking for them afterwards. Being 20th level though, I thought they'd at least have a chance greater than 0. Class and leveled folks are more common than perhaps D&D rulebook authors have indicated in the past. It's hard to explain a world full of monsters and humanity even surviving otherwise. I do notice when they write modules that they tend to have leveled NPCs all over the town. So 20th level is rare but in a world they still exist and in a large empire there are likely many. I tend to have a formula for figuring this out per campaign world. As I sometimes increase or decrease the amount of magic using individuals in the world. I don't think it works very well. At least it does not for me. I don't want the PCs becoming Gods at 5th level. One of the aspects of making a living breath world as a design goal is rectifying the rules with the world. I tend to accept the explicit rules, not the level density guidelines, as normative and build out from there. If you are doing it differently and it's working for you then by all means continue. I was speaking from my own experience and how it would work in my world. I do think despite what he may have written in various places that Gygax followed this strategy. There were a lot of high level individuals in Greyhawk. In the Forgotten Realms, there were even more. I tend not to use the 0 level human concept. I tend to lean more towards the NPC class concept but I have a different set than they had in 3e. Meaning if the NPC is a warrior he is likely a fighter. I don't have a warrior or adept NPC classes. I tend to have Expert, Laborer, Noble. I tend to give them levels but not a ton of hit points as they advance. This is how I explain master craftsman. [/QUOTE]
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